mvp20m
Enthusiast
Figured since I use the SMGs the most and know a decent amount about each I would try and help people who are having trouble with class setups. These are solely my opinion and everyone has a different one, however, these tips have helped me from day one.
Ill start off by listing the SMGs in effectiveness.
1. PDW
2. MSMC
3. Scorpion
4. MP7
5. Vector
6. Chicom
Attachments.
- Fast Mags
- Silencer
- Quickdraw
- Laser
*These are the most effective attachments available. Select Fire for the Chicom is also an option however not necessary.*
Misleading Attachments.
- Long Barrel
- Stock
- FMJ
- Sights (Red Dot, ACOG, Target Finder, MMS)
- Grip
- Extended Mags
- Rapid Fire
I know this can create some controversy but I have my reasonings.
Fast Mags : With the absence of Sleight of Hand, this attachment is extremely effective. The reload times with and without Fast Mags are very different and can be the difference between a kill and a death.
Silencer: Great for anyone trying to sneak up and be stealthy. Playing without a silencer is hard but not impossible. Some added recoil and a very small difference in damage come with this attachment however, you should be in a range were it will go unnoticed.
Quickdraw: Great addition to the attachments. The SMGs have the fasted ADS time out of all the weapons. Being able to look down sight faster is only a plus and is much more effective than hip firing.
Laser: Some say this is OP but it makes the game so much easier. It basically acts as steady aim, and when someone suddenly pops up, being able to hip fire accurately is an advantage.
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Long Barrel: Sounds like a great attachment however there is no difference in the range. Some say there is but there are countless tests that show with Long Barrel, it still takes the same amount of shots at the same distance than a weapon not equipped with it. Stock: Great for ARs and LMGs, not for SMGs. There are other attachments that do a lot more and SMGs already have the highest mobility out of all the weapons.
FMJ: In BO2, you are able to shoot through just about all surfaces and get kills. There is no need for FMJ at all. There are also tests that were done on this attachment showing absolutely no difference.
Sights: The iron sights on the weapons are fine. There is no need to take up space in your class with a pointless sight. If you are ADS with a SMG, you are using it wrong. Lose the sight.
Grip: At mid-close range, the recoil is very small and grip is not needed. The difference between a SMG with and a SMG without grip is very minimal. You should not be sniping with the SMGs.
Extended Mags: Gives you more starting ammo and more per clip however, this attachment still leaves you with a slow reload time. Each SMG should give you plenty of ammo for multiple kills at the range they were intended to be used at. Go with Fast Mags.
Rapid Fire: There is no need for this on any SMG. The ROF is plenty for mid-close range kills and it will only make the recoil greater.
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Using the right perks makes all the difference. If you dont use the right setup, the weapons will not be effective.Good Perks
- Ghost
- Flak Jacket
- Hardline
- Toughness
- Scavenger
- Tac Mask
- Extreme Conditioning
- Dexterity
Useless Perks
- Cold Blooded
- Fast Hands
- Hard Wire
- Engineer
- Dead Silence (Unless it is Search and Destroy)
- Awareness
Ghost: Must have IMO. UAVs are the lowest killstreak and easiest to get. People run UAV constantly and when you need to be up close for a kill, the last thing you want is to be seen on a radar. Must have.
Flak Jacket: With all the grenades and equipment you will be running through, flak jacket is great to have.
Hardline: Not a bad perk but I would only recommend this with high killstreaks and game modes where people will not be launching constant grenades.
Toughness: Not sure how people play without it. In a gun fight, the person who has toughness will win every time. Believe me. It reduces the flinch by a crazy amount and you definitely need it.
Scavenger: I love scavenger because I hate running out of ammo and picking up people's guns. Very useful.
Tac Mask: Great perk for game modes such as HQ, HP, Domination, CTF and really anything other than TD and KC. You dont want to be slowed down by a shock charge or concussion near a bunch of enemies.
Extreme Conditioning: Very effective while rushing or trying to beat someone to a spot but not 100% necessary. The maps are small enough to leave this out but beating people to head glitches is always good.
Dexterity: Must have. Along with climbing faster, you aim faster after sprinting. This is something I think everyone should use if they find themselves getting out gunned. Use dexterity and get the first shot off. In close combat this could make all the difference.
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Cold Blooded: Not like previous games. IMO this perk is useless and takes up space for toughness and scavenger. People who use target finders and thermals will still see you, just not a big red ring or glowing object. Forget about sentry guns and other stupid scorestreaks people may use. You dont need this one.
Fast Hands: Great perk if you use c4 or stuns. Other than that I really dont see the need for it. With the classes I will show you, there will be no room for equipment so this perk isnt needed.
Hard Wire: So pointless its unreal.
Engineer: With flak jacket engineer is useless. You will not die by bouncing betties or claymores.
Dead Silence: Needed for search, but other than that, makes no sense.
Awareness: Only useful in search. There are so many random noises everywhere that it just doesnt make sense.
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Now that I have explained some grey areas with attachments and perks I will show some classes that are extremely good. Any combination of the good attachments and perks will do fine.
Hard Point / Headquarters
PDW - Silencer + Fast Mags
Ghost + Flak Jacket
Scavenger + Toughness
Dexterity
MSMC - Quickdraw + Fast Mags
Ghost + Flak Jacket
Toughness
Dexterity + Extreme Conditioning
MSMC - Laser + Fast Mags
Ghost + Lightweight
Toughness
Tac Mask + Extreme Conditioning
Domination
PDW - Silencer + Fast Mags
Ghost + Hardline
Scavenger + Toughness
Dexterity
MP7 - Silencer + Fast Mags
Ghost + Flak Jacket
Scavenger + Toughness
Dexterity
Search and Destroy
PDW - Quickdraw + Silencer
Lightweight
Toughness
Dead Silence + Extreme Conditioning
Semtex
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Final Tips and Tricks
1. ALWAYS use atleast 1 of the following 3.
-Dexterity
-Quickdraw
-Laser
2. Learn the maps
-Know where people go
-Learn safe routes where you will not need to get a long range kill
3. Use the right perks that will give you an edge
4. Just because you have an SMG doesnt mean you need to always be moving or continuously rushing the spawn. They are great for defending.
I hope this was helpful to some people and hopefully you have more fun with the submachine guns